Page 1 of 4 1234 LastLast
Results 1 to 30 of 119

Thread: Europa Barbarorum FAQ

  1. #1
    Member Member Bonny's Avatar
    Join Date
    Jul 2005
    Location
    Ice planet Hoth!
    Posts
    1,987

    Post Europa Barbarorum FAQ

    Europa Barbarorum FAQ




    I Installing EB
    II EB in General
    III EB Gameplay (Reforms inside)




    I Installing EB

    Q: Do you have a Homepage?
    A: Yes, www.europabarbarorum.com, there you find lots of information about the different factions of Europa Barbarorum, Wallpapers and the downloads
    .
    Q: Where can I download Europa Barbarorum?
    A: You find the Europa Barbarorum download, if you follow this link.

    Q: Which is the Actual Version of EB?
    A: The actual version of EB is 0.81

    Q: How to install EB?
    A: To install EB on your Computer, please follow these steps
    1) New RTW install (1.0)
    2) update to 1.5 (patch can be found at www.totalwar.com)
    3) download and install EB 0.81
    4) (optional) if you don't like to see naked people fighting, you can download
    trousers for Geasata and Tindanotae here

    If you are new to EB and have problems with the difficulty This Article should get you started.

    Q: I have RTW gold edition. Does this work with EB?
    A: Yes, RTW Gold Edition is automatically patched to 1.5.

    Q: what is the "campaign script" and how do I load it?
    A: The campaign script is the way EB mods much of the game to introduce new features and gameplay like seasons and stuff. Loading the campaign script is easy. As soon as you start a campaign, and every time after that when you load that game click on any one of your cities. An advisor will pop up telling you to click the "show me how" button. Do this. Now the advisor can be closed if it doesn't do so automatically. Advice does NOT need to be turned on for this to work.

    Q: After I unistalled RTW, I can't get it to reinstall again, what can I do?
    A: This is (in most cases) caused by some entries in the registry, telling the RTW install Program that RTW is already installed/patched.

    helpfull links (thanks to Foot):

    a) step by step instruction how to delete regestrie entries from my PC
    b) step by step instruction using Reg Cleaner
    c) using install shield
    d) small clean programm


    II General


    Q: What is Europa Barbarorum?
    A: Europa Babarorum is a total conversation for Rome: Total War, that try’s to make the most
    Historical accurate mod within the borders of the hardcoded limits.

    Q: What do you see as the principle scope and focus for EB from an organizational standpoint? A: This is somewhat difficult to answer. As an organization, EB is dedicated to providing an entertaining, historically accurate gaming experience. Inside of EB are numerous divisions; one for each faction, for the economic system, for the naval system, for siege warfare, for music, for voices, for the map, and so on. We divide the work among our members as best as possible, to try and ensure coverage over every aspect of RTW. I suppose the most concise answer would be: Our primary focus is to research every aspect of RTW to determine if we can improve it in terms of historical accuracy, realism, and gameplay, and to implement what we have found into a complete package for your gaming pleasure.

    Q: Will you be moving to/supporting BI?
    A: No, EB is being made for RTW 1.5 and the Team won’t shift to BI, but there are several Fan made minimods which allow you to play EB with BI and which use several of the unique BI features like the shieldwall formation.

    Q: Where can I find the old EB Faction Previews?
    A: You can find all of the "Countdown to open Beta..." and following Previews ones in this thread:
    All the previews in one thread!
    For older Previews you can look into this one
    The Lost Art Of Keeping Of Secret
    and this one
    The Lost Art Of Keeping A Secret, Redux


    Q: How many mods are integrated into EB, like are you going to use the expanded campaign maps, will you be incorporating unti modification mods like higher attacks for certain units?
    A: The short answer is - none. We incorporate things we have learned from other mods, such as TTO's Cherry Vanilla Pack, and Myrddraal's Four Seasons script,how RTR removed the Senate and the RES GESTAE City models, but we are incorporating no mods whole into our own. All of our work has been done in-house.

    Q: Will I be able to mod EB, such as inserting my own skins?
    A: Yes, though it will be much more difficult. EB will be using up to the province, faction, unit, model, building, and every other conceivable limit. In addition, each EB model is brand new and not based on vanilla. So you cannot use your existing skins on EB models, they will have to be changed.

    Q: I've never heard of unit/faction/name X. I can't find it online. Where did you find it?
    A: Most of our sources are primary archaeological and textual evidence. We have people reading and examining this evidence in period languages. We consider secondary evidence as well. However, many of our sources are found in places that only academics will be able to access, and a few have not even been published yet. Our goal is to be as accurate as possible, not to please those who want to be able to find what we describe on Google.

    Q: Why are the Gauls called Aedui / Avernii and the Germans called Sweboz?
    A: In Europa Barbarorum, all factions are named as they named themselves in history. The Celts living in what is today France, never called themselves “Gauls”. They were in fact no united nation, they were a mixture of different Tribes.
    The Aedui were one of the major tribes (ruling complete Gaul for a short time), who were opposed by the Avernii Federation. (For more Details please read “Gaius Julius Caesar: De Bello Gallico”)
    The Sweboz were one of the bigger Germanic tribes, who possibly were able to unite all tribes (proudly represented by the Eleutheroi).
    The same applies for Getai, Casse and Sauromatae.

    Q: Do you know more history than anyone else?
    A: No, the members of EB are not more knowledgeable than anyone else. We do have professional archaeologists and professional historians among our ranks, but that does not give us a monopoly on history by any stretch of the imagination. We simply take the time to do research well beyond taking for granted the various assumptions often made about the different people of the classical age. We search primary sources, and are very thorough. However, we are always willing to reexamine our work if someone presents us with information that contradicts what we believe to be true.

    Q: I see people bashing CA for not creating an historically accurate game - does EB agree with them?
    A: Absolutely not. EB would not exist if it were not for the wonderful game of Rome: Total War. Creative Assembly has done a fine job in creating it. Some EB team members have been disappointed by some aspects of the game, especially the moddability (not nearly so as advertised), but we all respect CA for the work they have done. We do not participate in CA bashing. However, having said that, we do respond when they insult their fans in their FAQ...

    Q: Is your mod all about barbarians?
    A: No, our mod seeks to recreate, as accurately as possible, the classical world as depicted within R:TW at the time of campaign start. This includes all factions, and we have modders working on every area. Personally, I like Rome the best.

    Q: Then why do you call yourselves "Europa Barbarorum?"
    A: The project was born over a year ago, when the thought was that the team could provide as much historical information as possible to help CA portray the barbarian factions as more than just a bunch of drooling, naked neanderthals. When it seemed clear that CA wasn't accepting outside help, the team became determined to turn this research into a mod. The purpose of the mod expanded to include accuracy for all factions, but the name has become part of our identity. It may not be completely descriptive any longer, but the team has always been known as Europa Barbarorum. It is like a given name, it is a part of who we are, not what we are.

    In addition, the term "barbarian" originally meant foreigner. Everyone is a "barbarian" to someone.

    Q: Why don't you release (favorite unit)/(favorite skin)/(piece of EB)?
    A: Europa Barbarorum is a complete conversion. This means that we are not a team of modders making individual pieces, whether that be music, a map, skins, models, or any other bit that goes into our completed whole. One of our principles is to release work that has enough content to justify the term 'complete conversion,' along with being bug free. One of the reasons we will not be releasing a single skin or group of skins separate from the mod is because doing so would be direct violation of our founding principles. In other words, these pieces are part of a whole, and we intend to release the whole, not incomplete pieces.

    Q: Considering the breadth of the mod, is EB going to produce a detailed (more akin to a manual than a readme) supporting text document?
    A: EB is in the process of creating a detailed manual.

    Q: I read way back that you guys were going to use original language speaking and spelling in the mod, will you guys still do that?
    A: We are using transliteration from original languages throughout the mod, and we still plan to have original voices in the mod. At the moment Latin, greek and celtic languages are incorporated. Punic is being worked on.

    Q: Is it planned to include custom made music to EB?
    A:
    We are also very pleased to be able to bring you the first hint and sample of another entire aspect of Europa Barbarorum that we are now realizing. This is a part of the mod that some of us have been dreaming would come to fruition for quite some time, and we now have a majority of the soundtrack composed and recorded, by Morgan Casey & Nick Wylie. We are all very pleased with what we have so far, and look forward greatly to the completion of the entire soundtrack. But you only get a little taste of it here. Since we are releasing the new nomadic improvements, we will also supply one of the nomad pieces - the Campaign Map Nomad Theme.
    Q: I have modding skills and I want to help you guys. who should I talk to?
    A: Ask tk-421 what he needs. he is the recruiting coordinator and he has a thread over here

    Q: What are mnai?
    A: In EB the Rome TW currency Denarii is replaced by the more historically accurate mnai or minae. A mnai is 1/60 of a talent (Greek: talanton).

    The talent was once a Babylonian weight unit, and varied much over time and in the places it was used.
    In the 3rd century BC contracts between Rome and Qart Hadasht, the Attic/Euböic talent is used, which amounted approximately 27 kg.
    (As for another example: After the second Punic war, Qart Hadasht had to pay 10.000 talents (600.000 mnai or 270 tons of silver) to Rome.

    During the EB timeframe there were two major types of currency systems in use in the Mediterranean region.

    Attic
    6 obols = 1 drachma
    100 drachmae = 1 mnai
    60 mnai = 1 Talent

    Qart Hadasht / Ptolemaic Egypt
    60 shiqlu = 1 mnai
    60 mnai = 1 Talent



    III Gameplay

    Q: Which factions have reforms, and when do they take place?
    A: There are 5 factions which have refom:
    Romans: 3
    Polybian
    Spoiler Alert, click show to read: 
    at least year 242, either hold 2 of these cities (Segesta, Mediolanum, Patavium, Bononia) AND 2 of these (Lilibeo, Messana, Syracuse) OR wait until 210BC
    You get the new units after upgrading your Mic's. In settlements you don't upgrade you keep your old camillan units, and you are still able to retrain your old veterans.

    Marian
    Spoiler Alert, click show to read: 
    At least year 172BC, have 6 Latifundia built, hold at least 45 settlements, fight more than 250 battles and have a character that is:

    Intelligent/Charismatic/Vigorous
    Popularis
    Consul or Ex-Consul
    Has Influence and Command > 2

    OR just conquer 90 settlements.

    Augustian
    Spoiler Alert, click show to read: 
    At least year 125BC, hold 90 settlements, have at least 45 type2 settlements, fight 400 battles, and a general that is:

    Intelligent/Charismatic/Vigorous
    At least Skilled Bureaucrat
    At least Arrogans
    At least Expert Recruiter
    Can't be Selfless

    If these conditions are met, the general will receive a trait telling he wants to seize power. Make him the Faction Heir and as soon as he becomes the leader the reforms will happen.


    Saka: 1
    Spoiler Alert, click show to read: 
    You must hold Baktra, Marakanda, Alexandreia Eschate, Antiocheia Margiane, Alexandria Ariana or Taksashila for 4 consecutive winters.

    Celts (Aedui/Avernii/Casse): 2
    Spoiler Alert, click show to read: 
    the first 220BC and the second 120BCis going to become dynamic triggers , too.



    Seleukid: 1
    They get the Cataphrakt unit after the vanilla Marian Reform Event

    Makedonia: 1
    They get the Hysteroi Pezhetairoi unit after the vanilla Marian Reform Event

    Q: Which is the recommend difficult setting for Europa Barbarorum?
    A: Europa Barbarorum is best played on Very Hard / Medium.
    The AI is Aggressive (in particular the slave faction) but didn’t get stat bonuses on the Battlefield.
    If you want a real challenge try vh/vh but be aware enemy units on the battlefield are getting massive bonuses (afaik: +7 attack, +7 defence, and a huge morale boost), it could happen that your fullstack army is hacked to pieces by 5 units Gesetae..

    Q: Do you have improved the AI in any way?
    A: No, the AI is completely hardcoded, and cannot be altered. Nevertheless the AI gets some assistance. Since the financial Situation in EB is very difficult to handle for the player, it is completely out of League for the AI. The not perfect solution is that the AI factions are getting financial help via script, if their treasury is under a certain amount of mnai.
    You have brain, and the AI has money.

    Q: How to gain long lasting Alliances in EB/RTW.
    A: The campaign AI was always a diffcult thing in RTW, and the main thing (not the only) that influences it is money.
    If you have an alliance with another faction (for example your are playing Karthadast and your Ally is Rome) you have always to fear that they attack you out of no reason (as it often happens). To make the Alliance lasting you have to make gifts to them. The best way to do this are tributes. Giving them small amounts (100 - 500 or whatever you can afford ) of money every turn make them stay friendly is working well. And after some time your Ally will be offering Gifts (money) to you too.
    In my example i payed tributes (200 mnai) for ~30 turns, and didn't break the alliance as they attacked my other Ally the Aedui, as regard Romes fleets stayed away from my Harbours and a Diplomat visited me with a gift of 20000 mnai because "i'm a good friend of the Senate and the People of Rome".

    Q: Why are so many rebels spawning all over the map, even in provinces with 200% loyalty, and why are the rebel towns producing so many units?
    A: The random spawning of rebels is hardcoded in 1.2. In 1.5 the spawn rate can be adjusted.
    The EB Team gave the slave faction a little bit more cash, too to make them more of a challenge.

    Q: My money is melting away like ice in the sun with faction xyz, what can I do?
    A: The upkeep and recruitment costs of your army are extremely high, compared to vanilla rtw or other mods. This makes the start of each campaign very difficult. Generally you can choose between two tactics: disband your army, and begin building up your economy; or just begin to conquer provinces with your starting army, until your are out of debt.
    There are starting guides for some factions (Sweboz, Baktria, Koinon Hellenon, Casse, Karthadast, Rome) which bring you through the critical first turns. In the EB Gameplay Guides Subforum are fan made guides for other factions, too.

    Q: How to fight Gesetae, and why are they so damn tough?
    A: In short: Gesetae are highly skilled, battle hardened veterans, taking drugs that make them feel no pain, and you best fight them with javelins. More detailed description here.

    Q: How does the new recruitment system work?
    A: https://forums.totalwar.org/vb/showthread.php?t=73928

    Q: How are political relationships between factions that changed over the game timeframe being handled?
    A: The best answer I can give you is that we're doing the best we can on an individual faction basis, within system limitations. We try to look at the causes of some events and check for those causes to exist in the game. So as the Seleucids developed Cataphracts after being exposed to them, in the game they will gain access only after being exposed to them, not at a certain date.

    Q: Can protectorates be in-place at the start of a game?
    A: As far as we know, no.

    Q: Are 0-turn buildtimes for certain units being considered?
    A: The idea has been discussed and rejected.

    Q: Will you be changing the campaign victory conditions?
    A: Each faction has new unique victory conditions.

    Q: Why did you add so many provinces to area X, which was of lesser importance?
    A: Our goal is to release a completely bug-free mod. Increasing the range between settlements over the limit of 50 tiles introduces bugs within the game mechanics, especially with respect to trade calculation and breaking the AI. As our principle is to not introduce fudges that circumvent some area of the mechanics, to avoid problems elsewhere, we will not be combining provinces (making some in "unimportant" areas larger) to avoid these issues. We feel that our map gives the best representation of the ancient world as possible within RTW limitations, and the best gameplay.

    Q: I think you should have more provinces in densely populated areas, why didn't you do this?
    A: See above. We had no choice but to depict Arabia accurately, for instance, or it would do bad things to the game mechanics. We can't make the population centers even more dense without breaking things. In addition, clustering provinces together makes for very slow, boring gameplay. We did not want to play Siege: Total War.

    Q: Is the start date still 270 BC?
    A: No, it has been changed to 272 BC.

    Q: Why does faction X have province Y? Why doesn't faction X have province Z?
    A: Factions will be given starting positions that are true to history, given what that faction actually represents (certain tribes, groups of tribes, a kingdom, and so on), and the political realities of our start date.

    Q: Will certain rebels, in places like Numidia, Illyria, India etc. be much stronger than others to represent the left out factions?
    A: Well, certain areas will be more difficult to take than others. This is not to represent factions that did not make it into the game, but to represent the diversity of people and warfare found in the "rebel" areas.

    Q: Have you changed the distribution of wealth any?
    A: Yes - provinces, resources, and trade have all had their values tweaked, and costs are much higher than they were.
    Last edited by Bonny; 04-22-2007 at 17:38. Reason: update for 0.8


  2. #2
    Speaker of Truth Senior Member Moros's Avatar
    Join Date
    Jan 2005
    Location
    Belgium
    Posts
    13,469

    Default Re: Europa Barbarorum FAQ

    verry good bonny!!!

  3. #3
    Texan Member BigTex's Avatar
    Join Date
    Jan 2006
    Location
    Arlington, Texas, United States of America.
    Posts
    1,187

    Default Re: Europa Barbarorum FAQ

    Q: Will the aliens who built the pyramids make an appearance?
    Everybody knows it was the lepricons who did it, the aliens were just the scapegoats incase they collapsed.
    Wine is a bit different, as I am sure even kids will like it.
    BigTex
    "Hilary Clinton is the devil"
    ~Texas proverb

  4. #4
    EBII Council Senior Member Kull's Avatar
    Join Date
    Jan 2003
    Location
    El Paso, TX
    Posts
    13,502

    Default Re: Europa Barbarorum FAQ

    Thanks Bonny! I'll ask other Team members to stop by and offer suggestions and/or corrections. After everyone's had a chance to weigh in, I'll sticky the thread.

    One correction: The current 272 BC start date is firm. We will not be altering this.
    "Numidia Delenda Est!"

  5. #5
    Member Member Bonny's Avatar
    Join Date
    Jul 2005
    Location
    Ice planet Hoth!
    Posts
    1,987

    Default Re: Europa Barbarorum FAQ

    Quote Originally Posted by Kull
    One correction: The current 272 BC start date is firm. We will not be altering this.
    corrected

    I think i have much to do in the upcoming week

    glad to hear you like it



  6. #6
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Europa Barbarorum FAQ

    Wonderful, wonderful. Well done Bonny!

  7. #7
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Europa Barbarorum FAQ

    Good doggy Bonny!!!

    That will stop all of the useless posts...
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  8. #8
    I too am a Member Masy's Avatar
    Join Date
    Jan 2006
    Location
    Glasgow, Scotland
    Posts
    320

    Default Re: Europa Barbarorum FAQ

    Wow, well done, lot of effort there. Very minor niggle though:
    Q: Can I install any other mods on eb?
    A: To make it short: No.
    The unnoficial late period mod thingy can be, though this is just being pedantic and feel free to ignore me.
    Last edited by Masy; 04-16-2006 at 12:17.
    "Once upon a time, on the internet there was a guy, a very deeply flawed man, they called him Eric Bauman..." -www.ebaumsworldsucks.com

  9. #9
    Member Member Bonny's Avatar
    Join Date
    Jul 2005
    Location
    Ice planet Hoth!
    Posts
    1,987

    Default Re: Europa Barbarorum FAQ

    Thank you for telling me.
    I didn't look in this thread for moths, so i missed their alpha release.
    Last edited by Bonny; 04-16-2006 at 12:53.


  10. #10
    EBII Council Senior Member Kull's Avatar
    Join Date
    Jan 2003
    Location
    El Paso, TX
    Posts
    13,502

    Default Re: Europa Barbarorum FAQ

    Quote Originally Posted by Bonny

    If you receive an error message like this "" you are having a bad RTW install, you sadly have to reinstall RTW again.
    I think you meant to put a link, a quote, or a graphic inside those quote marks, yes?
    "Numidia Delenda Est!"

  11. #11
    Arrogant Ashigaru Moderator Ludens's Avatar
    Join Date
    Nov 2003
    Posts
    9,063
    Blog Entries
    1

    Lightbulb Re: Europa Barbarorum FAQ

    Excellent job .

    I would just emphasize a little more that the current version is a beta and by no means the finished product. Any potential downloaders should be aware that they are downloading a version intended for bug-hunting.
    Looking for a good read? Visit the Library!

  12. #12
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Europa Barbarorum FAQ

    Bonny, maybe you should add the dates for the current reforms that are in place for the Romans, etc. It seems to be an overly asked question and always being posted about. Seems like it'd belong in the FAQ.

  13. #13
    Senior Member Senior Member Reenk Roink's Avatar
    Join Date
    Oct 2005
    Posts
    4,353

    Default Re: Europa Barbarorum FAQ

    Quote Originally Posted by Wonderland
    Bonny, maybe you should add the dates for the current reforms that are in place for the Romans, etc. It seems to be an overly asked question and always being posted about. Seems like it'd belong in the FAQ.
    I stand humbled in your foresight...

    This is a very good suggestion and...Touche

    Perhaps another thing is to again reinforce the fact the EB is still in its Beta stage, and that units like Spartan Hoplites, Cretan Archers, etc... will eventually be released. That seems to come up quite frequently...

  14. #14
    Member Member Bonny's Avatar
    Join Date
    Jul 2005
    Location
    Ice planet Hoth!
    Posts
    1,987

    Default Re: Europa Barbarorum FAQ

    ahem, the are in the faq (on position number five) since i posted this thread.


  15. #15
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Europa Barbarorum FAQ

    Oh man, I knew it, lol. I read the whole thing when you posted it but when I was posting, I just skimmed through and I guess I didn't catch it. Woops!

  16. #16
    Lesser Boss of Totalstrategy Member Bohemians's Avatar
    Join Date
    Aug 2004
    Location
    Santiago, CHILE
    Posts
    8

    Default Re: Europa Barbarorum FAQ

    Just a quick question, when are we expecting a full version release ?

    Thanks for the Great Work... its amazingly beautiful and detailled ! Thanks ! :D

    At your service, Bohemians from www.totalrome.com

  17. #17
    Member Member Avicenna's Avatar
    Join Date
    Feb 2006
    Location
    Terra, Solar System, Orion Arm, Milky Way, Local Group, Virgo Supercluster, somewhere in this universe.
    Posts
    2,746

    Default Re: Europa Barbarorum FAQ

    There's probably gonna be quite a while before the mod is completed Bohemians. I think (unsure) that the 0.8 version should be out within a few weeks, but it's going to take a while with all wonders having to be redone apparently.

    Welcome to the .org!
    Student by day, bacon-eating narwhal by night (specifically midnight)

  18. #18

    Default Re: Europa Barbarorum FAQ

    One thing that should be added to FAQ - If You see Grey Pesant Icon check unit's name/description it is probably the unit you cant find.

    EB ship system destroyer and Makedonia FC

  19. #19
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: Europa Barbarorum FAQ

    Can you put links to the faction previews in the FAQ? I know they may be out of date, but they were glorious and a lot of work must have gone into them. Also a lot of the unit screenshots on eb.com don't seem to work, whereas they do in the previews. I know I'll never recruit an Imperial Roman soldier in EB, but I can look and dream, can't I?

  20. #20
    Member Member Bonny's Avatar
    Join Date
    Jul 2005
    Location
    Ice planet Hoth!
    Posts
    1,987

    Default Re: Europa Barbarorum FAQ

    Good Idea, included.


  21. #21
    EBII Council Senior Member Kull's Avatar
    Join Date
    Jan 2003
    Location
    El Paso, TX
    Posts
    13,502

    Default Re: Europa Barbarorum FAQ

    Nice job on the FAQ, Bonny! Three requests:

    1) In the Bug Section, please add a link to the "neutered traits file" (and describe why and how it can be used).

    2) Every now and then, we get requests from people who have tried to unistall RTW and then can't get it to reinstall. Since this typically involves editing the Registry, and/or ini files, be sure to include a clear warning that they should proceed with caution, and at their own risk. Below are a few links that can help them with this problem (please include some helpful titles/descriptions instead of just posting the blind links, as I have done!):

    a) https://forums.totalwar.org/vb/showp...03&postcount=1
    b) http://www.twcenter.net/forums/showp...47&postcount=2
    c) http://www.twcenter.net/forums/showp...9&postcount=35
    d) http://www.twcenter.net/forums/showp...6&postcount=32

    (Thanks go to Foot, for assembling these links elsewhere)

    3) A description of helpful commands people can add to a new desktop shortcut. (Note: -nm and -showerr are automatically added to the shortcut created by the installation program):
    -nm = No movies (speeds up the launch)
    -show_err = Sometimes (but not always) will tell you what caused the game to crash
    -ne = Runs the game in "windowed mode" (helps if you are doing other things on the PC)

    Thanks!
    "Numidia Delenda Est!"

  22. #22
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: Europa Barbarorum FAQ

    It must be noted that -ne will run the game windowed only if the resolution for Rome Total War is smaller than your desktop. However, -ne will at all times allow you to move between desktop and game without slowing down the whole experiance.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  23. #23
    Abou's nemesis Member Krusader's Avatar
    Join Date
    Oct 2004
    Location
    Kjøllefjord, Norway
    Posts
    5,723

    Default Re: Europa Barbarorum FAQ

    Keep up the good work Bonny.

    This FAQ is being linked to now from the Contacts page on the EB website, which btw received a major update in content.

    https://www.europabarbarorum.com/
    "Debating with someone on the Internet is like mudwrestling with a pig. You get filthy and the pig loves it"
    Shooting down abou's Seleukid ideas since 2007!

  24. #24
    EBII Council Senior Member Kull's Avatar
    Join Date
    Jan 2003
    Location
    El Paso, TX
    Posts
    13,502

    Default Re: Europa Barbarorum FAQ

    Bonny - A surprising number of people can find the Downloads page, but not the Patch page. Can you please provide a direct link to each page from the FAQ? Thanks!
    "Numidia Delenda Est!"

  25. #25

    Default Re: Europa Barbarorum FAQ

    a questions about rebels.
    unlike 1.2 in 1.5 the rebel are tweakable. so will their strength and frequency they appear with be altered? are they gonna appear more appropriately, historically rather than just show up in the middle of your heartland the way they do with 1.2?
    imo, replacing "rebels" with the "independent tribes" or "independent state" is a good idea.
    thanks.

  26. #26
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: Europa Barbarorum FAQ

    An alternative place to find the 1.2 zip patch is now on the ftp.

    ftp://ftp.europabarbarorum.org/RTW_1.2_ZIP_PATCH.rar

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  27. #27

    Default Re: Europa Barbarorum FAQ

    Quote Originally Posted by BigTex
    Everybody knows it was the lepricons who did it, the aliens were just the scapegoats incase they collapsed.
    No it was the mice.

    The leprechauns and the little grey aliens are just two of the layers of their "onion of mis-information" .

  28. #28

    Default Re: Europa Barbarorum FAQ

    Quick question.

    How does one of your units devestate an enemy tile?

    Is this just something your troops do whenever they end end a move in enemy territory?

  29. #29
    EBII Mapper and Animator Member -Praetor-'s Avatar
    Join Date
    Apr 2006
    Location
    Marburg, Germany
    Posts
    3,760

    Default Re: Europa Barbarorum FAQ

    Quote Originally Posted by Slartibardfast
    How does one of your units devestate an enemy tile?

    Is this just something your troops do whenever they end end a move in enemy territory?
    Basically yes, but they have to stand ground in the same location for more than one or two turns...

    After that, the earth begins to scorch itself...

    The bigger your army, the faster and larger the surface of land is devastated.

  30. #30

    Default Re: Europa Barbarorum FAQ

    Thanks.

    Will start with my new found tile devestation abilities as soon as possible.

Page 1 of 4 1234 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO